Build time

Produced by

Requires

Combat

Cooldown

Function

Power

Ability

Notes

Only one may be built at a time

Uncapturable

Can be infiltrated to reset the superweapon's timer

The Tempest Architect is the offensive superweapon of the Foehn Revolt. It, as its name suggests, is the pinnacle of the Foehn's wind control technology, as it can unleash a highly destructive singularity of raging wind upon enemy forces.

Contents

Description

The Tempest Architect is Foehn's supreme wind manipulation device, likely to have been partially based on the blueprints of the Weather Control Device. However, to counter the Allied superweapon's random factors, the Tempest Architect's superweapon strike is calibrated to be precise and utterly devastating.

When the Architect gathers the winds within a vortex, it is capable of unleashing a flow of destructive energy which will continuously deal damage to a designated area for a short period of time, taking down the sturdiest of buildings, vehicles and aircraft alike.

Great Tempest

Once enough windflow are gathered within the Tempest Architect, it can unleash a massive vortex-like storm or hurricane upon Foehn's enemies to teach them in the hard way that not even the capitalists' time travel, the communists' nuclear might or the oppressors' psychic trickery can match the raw destructive power of mother nature.

The Great Tempest causes immeasurable destruction to everything caught in the furious maelstrom of gust, tearing down structural foundations piece by piece, sending infantry flying many, many meters away to their doom, turning over vehicles upside down to their destruction, and causes severe turbulence on aircraft which rips apart their frames.

The Great Tempest differs from its counterparts by dealing a consistent, controlled and predictable stream of damage over its area during its duration, which does not make it any less deadly when compared to the others.

Overview

As if Foehn's epic units weren't enough, the Tempest Architect is yet another tool for mass destruction. Whereas the M.A.D.M.A.N. and the Harbinger can be taken down (sometimes before even approaching the enemy fortifications) and the Boidmachine is only suitable for taking down enemy ground legions, the Tempest Architect almost guarantees the devastation of a large portion of the enemy base once it has activated.

As with all offensive superweapons, technology expanders, War Factories and power sources are the most optimal targets when selecting the Great Tempest's target location. While Construction Yards can only be brought down to only 25% of its health remaining (if said building is at the center of the Tempest), this ensures a successful quick follow up to its destruction once the Tempest ceases. Unlike its counterparts however, the Tempest Architect deals damage over time instead of burst damage, meaning that it will not destroy its intended targets as quickly (additionally, it is easily countered by the Maintenance support power, even when the Tempest is still ongoing).

Unfortunately, the Tempest Architect shares its weaknesses with its counterparts; namely its expensive cost, vast quantities of power required, global visibility of its cooldown and activation, and vulnerability to infiltration. Thus, a Foehn commander should only construct a Tempest Architect if the base is reasonably secure. Construction of Bastion Walls and/or Blast Trenches around the Tempest Architect is recommended to add protection as the Foehn superweapon accumulates wind power.

Gallery

Trivia

The Tempest Architect's sound when only 1 minute remains before full activation is the same sound produced by the GDI Ion cannon control center in Tiberium Wars when its respective superweapon is ready, but lower pitched.

The Great Tempest bears resemblances to the Scrin's Rift in Tiberium Wars, only differs in which the Great Tempest blows away enemies while the Rift draws in enemies.

Due to engine limitations, the Great Tempest cannot be used at the same time with the Domination superweapon from the Psychic Dominator.